FSR2/XeSS upscaling pretty much acts as free anti aliasing, making it look better. And you get better UI rendering.
FSR2/XeSS upscaling pretty much acts as free anti aliasing, making it look better. And you get better UI rendering.
Helped you (and Valve) to save some bandwidth. But yes. If it requires a Steam account to play, you bought a license allowing you to access a game using Steam, and not an actual game you own.
Which is why you don’t have physical copies of those games - you bought a steam key, exactly like you could have done digitally from humblebundle of greenmangaming or myriad of other stores, this one just had it printed on a piece of paper instead of sending you an email.
A Steam key Valve didn’t get a cut from, btw.
I think you don’t know what that word means.
Heck, even if you want to blatantly ignore every other platform and site you can buy games from, which there are plenty, Valve gives devs a supply of Steam keys they can sell anywhere they want, they don’t even get a cut from those despite providing the bandwidth to distribute the files.
Good point. Though the deck actually keeps a backup. Updates are done to a second partition and if it fails to boot for some reason, it automatically rolls back to booting from the previous good installation. That’s why it’s really hard to completely brick the system.
But also why with every update all the modifications you did are reverted. Not that big of a deal once you know about it though, I just have a script that installs and configures everything after each update.
Specs are the same, the APU is just now 6nm instead of 7nm which is more efficient and lets it run a few degrees cooler and therefore boost a bit higher without overheating, and the RAM bandwidth went from 88Gb/s to 102Gb/s.
Consensus seems to be somewhere between 5-10% better fps, which means a game that ran at 50 fps might go up to 55, or one that ran at 28 might finally hit 30.
FSR1 is pretty bad as it’s just upscaling the static image, I agree.
FSR2/3, XeSS and DLSS are temporal, meaning they use info from the previous frames to construct a higher resolution image that gives much better results. They also need to be implemented in the game engine, meaning not every game supports them.